Hello,
This function is still in a sort of beta phase, so if you want to participate, provide feedback and/or hints, I will welcome your help and will credit you once the function completed and published.
Function header:
So why help with this function? There's several reasons:
Red animation strings are user created.
Regards,
Flash
This function is still in a sort of beta phase, so if you want to participate, provide feedback and/or hints, I will welcome your help and will credit you once the function completed and published.
Function header:
Quote: Author: HKFlash
Description:
Plays a set of animations on the desired unit while allowing it to leave such state when the user desires.
Overview:
* Can handle several different animations and automatically switches between them.
* Allows for several equipment levels, including automatic randomization if multiple units near each other have the same gear.
* Detects nearby units with the same animation set and tries to select different animations.
* Prevents units performing the animation set from being pushed around by the player(s).
* The unit can be attached to a custom or nearest snap point to prevent the game from repositioning it.
Parameter(s):
0: OBJECT
Unit the animation set and gear changes are going to be applied to.
1: STRING
(optional, default "STAND_A1")
Animation set identification, describing the unit's action.
>> STANDING...
...slightly turning to the sides, armed with primary weapon.
> "STAND_A1"
> "STAND_A2"
...slightly turning to the sides, unarmed.
> "STAND_T_U1"
> "STAND_T_U2"
> "STAND_T_U3"
...idle and unarmed.
> "STAND_U1"
> "STAND_U2"
> "STAND_U3"
...and turning around, armed with primary weapon.
> "WATCH_A1"
> "WATCH_A2"
...as if on guard with hands behind the back, unarmed.
> "GUARD_U"
>> LEANING...
...while leaning on a table, unarmed.
> "LEAN_TABLE_U"
...while leaning against a wall, armed with primary weapon.
> "LEAN_WALL_A"
>> BRIEFING...
...standing, playing ambient briefing loop with occasional random moves, unarmed.
> "BRIEFING_U"
...with extra pointing animation, pointing left and high, unarmed.
> "BRIEFING_POINT_LEFT_U"
...with extra pointing animation, pointing right and high, unarmed.
> "BRIEFING_POINT_RIGHT_U"
...with extra pointing animation, pointing front and low, such as at a table, unarmed.
> "BRIEFING_POINT_TABLE_U"
...standing, hands behind the back, receiving briefing / commands, unarmed.
> "LISTEN_BRIEFING_U"
>> SITTING...
...on a table, hands on table, unarmed.
> "SIT_TABLE_U"
...on tall objects like a table or wall, feet not touching the ground armed with primary weapon.
> "SIT_HIGH_A1"
> "SIT_HIGH_A2"
...on a chair or bench, armed with primary weapon.
> "SIT_CHAIR_A1"
> "SIT_CHAIR_A2"
> "SIT_CHAIR_A3"
...on a chair or bench, unarmed.
> "SIT_CHAIR_U1"
> "SIT_CHAIR_U2"
> "SIT_CHAIR_U3"
...on the ground, armed with primary weapon.
> "SIT_GROUND_A"
...on the ground, unarmed.
> "SIT_GROUND_U"
...on a chair, sad/nervous looking, armed with primary weapon.
> "SIT_SAD_A1"
> "SIT_SAD_A2"
>> KNEELING...
...with primary weapon.
> "KNEEL_A"
...and treating injuries of wounded on the ground, armed with primary weapon.
> "KNEEL_TREATING_A"
>> INJURED...
...laying on the ground, unarmed.
> "PRONE_INJURED_U1"
> "PRONE_INJURED_U2"
...laying on the ground, with primary weapon or unarmed.
> "PRONE_INJURED_AU"
>> REPAIRING...
...vehicle while laying on the ground (under the vehicle), unarmed.
> "REPAIR_V_PRONE_U"
...vehicle while kneeling (like changing a wheel), unarmed.
> "REPAIR_V_KNEEL_U"
...and cleaning a vehicle while standing, unarmed.
> "REPAIR_V_STAND_U"
>> SHOOTING RANGE...
...prone, performing occasional weapon checks.
> "RANGE_P_A"
2: STRING
(optional, default "RANDOM")
Equipment level identification, describing how is the unit equipped.
3: OBJECT
(optional)
Object defined as the unit's snap-point (function won't select the closest snap-point, instead it will use the defined object).
4: BOOL
(optional, default {false})
Function will try to interpolate into the ambient animation, if the interpolateTo link exists (limited to certain animation sets).
5: CODE or STRING
(optional, default {false})
Condition that when true, releases the unit from the animation set.
6: STRING
(optional, default "SAFE")
Behaviour the unit will adopt, when released.
Returns:
-
Example:
[this,"GUARD_U","FULL",Nil,Nil,{(player distance _this) < 5}] call HK_fnc_animationSet;
So why help with this function? There's several reasons:
- Allows for quick bugs fixes, unlike the official functions that take weeks and sometimes months to fix.
- Allows for the quick creation of custom animation sets.
- It's a great way to learn scripting.
- Allows an animation set to be interrupted while at the same time providing numerous animation sets.
Red animation strings are user created.
Regards,
Flash